         (set! (.. this -throneRect) (js/Phaser.Rectangle. 225 20 170 195))
         (set! (.. this -throneEvents) (:throne dialogueTree))
 
-        (set! (.. this -doorRect) (js/Phaser.Rectangle. 280 540 40 40))
+        (set! (.. this -doorRect) (js/Phaser.Rectangle. 285 540 40 40))
         (set! (.. this -doorEvents) (:door dialogueTree))
 
         (set! (.. this -weapon) false)

                (set! (.. this -lastSpace) (.. game -time -now))
                (.. this -dialogueText (setText ""))
                (set! (.-dialogue this) (rest d)))))




          ;; Basic Movement

              (.. game -state (start "ending")))
            ))

        ;; hide all glasses until we know we're in a dialogue
        (do
          (set! (.. this -g1 -visible) false)
          (set! (.. this -g2 -visible) false)
          (set! (.. this -g3 -visible) false)
          (set! (.. this -g4 -visible) false))

        ;; Dialogue situation - no movement
        (if-let [d (seq (.-dialogue this))]
          (do
            (when-let [g (.. this -currentGlass)]
              (case g
                :glass1  (set! (.. this -g1 -visible) true)
                :glass2 (set! (.. this -g2 -visible) true)
                :glass3 (set! (.. this -g3 -visible) true)
                :glass4 (set! (.. this -g4 -visible) true)))
            (.. this -dialogueText (setText (first d)))
            (when (and (.. this -spacebar -isDown)
                       (> (- (.. game -time -now)
